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Category: C#

After seeing a couple of people using nVidia’s Bloom shader and be dissatisfied with its looks and perfomance, and more importantly because my employer asked me to do it, I made a Bloom shader from scratch.
It is highly customizable, supports FSAA and supports Pixel Shaders 2.0 up to 3.0.

I had a request from a MMORPG developer to make a lightweight water shader that doesn’t need a reflection rendersurface, yet looks acceptable.
It looks nowhere as shiny as the reflective water shader or even TV’s built-in water, but it runs a zillion times faster because it doesn’t do any parallaxing, nor specular bumpmapping, nor perspective projection… Its implementation is alot simpler as well.

A über-simple landscape shader that maps a color ramp to a landscape’s height. Basically, it demonstrates that shaders on landscapes is possible, and can be a nice addition to a visual landscape editor.

This demo is the remake of an old 6.2 demo I had made to test materials and lighting. I was always decieved by that lack of proper bump-mapping in 6.2… so I remade it in 6.5 with custom shaders, very high-resolution textures and normal-maps, and even the moon!

This screen-space shader simulates the hot-air trail left behind by a flying bullet, with chromatic dispersion; similar to the effect that can be seen in the Slo-Mo mode of F.E.A.R. It was originally made for TV3D forum user BeDi.

This demo is a port of AGT’s Third Person Demo that was posted on the TV3D Beta Discussion forum. The original version was VB6, I just took the same media and code structure and adapted it to C# 2.0 (Visual Studio.NET 2005).